Modding Q&A [For Quick Questions and Answers]

Users who are viewing this thread

Status
Not open for further replies.
I've been trying to do this:
(mission_tpl_entry_add_override_item, "mt_arena_melee_fight", ":i_ep", "itm_hide_boots"),
And yet I've noticed that boots never seem to be overwritten in either arena or tournament fights.  Is it hard coded (well mission_tpl_entry_add_override_item is hard coded I think) to do this?

Not a big deal, just that I need to know so I can shift it to my "can't be done (without WSE)" list. :smile:
 
Okay, I'm using Ikaguia's MP mod as a base for a project of mine, and I need to host a server... a temp server just for me to test, until I can get a dedicated server up. But now....


I can't even host a temp server. I already asked Ikaguia (waiting for a response), but is there any code that disables that?
 
Hatonastick said:
I've been trying to do this:
(mission_tpl_entry_add_override_item, "mt_arena_melee_fight", ":i_ep", "itm_hide_boots"),
And yet I've noticed that boots never seem to be overwritten in either arena or tournament fights.  Is it hard coded (well mission_tpl_entry_add_override_item is hard coded I think) to do this?

Not a big deal, just that I need to know so I can shift it to my "can't be done (without WSE)" list. :smile:
No need WSE for this. All you have to do is change af_override_all to af_override_everything on arena_melee_fight mission template.
header_mission_templates.py said:
af_override_all            = af_override_horse | af_override_all_but_horse
af_override_everything      = af_override_all | af_override_foot

Specialist said:
Okay, I'm using Ikaguia's MP mod as a base for a project of mine, and I need to host a server... a temp server just for me to test, until I can get a dedicated server up. But now....


I can't even host a temp server. I already asked Ikaguia (waiting for a response), but is there any code that disables that?
Did you rename/delete "game_multiplayer_admin_panel" prensentation? Before I knewhow to hide 'start multiplayer game' from main menu, I disabled hosting on my SP mod by deleting the presentation. The effect was just like that, grayed host menu.
 
Vornne said:
Arch3r said:
No, I tried that reg0 thing because it said in the comment: stores instance id in reg0 - not yet. So I thought maybe they added that but did not removed the 'not yet'. Appeared that they didn't, because I got a invalid instance ID -1.
It most certainly works, and has for a long time - otherwise many major features of PW 4 would totally fail.

The error is most likely caused by my quick editing of your code - reg0 needs to be saved in ":arm_instance" after the first spawn.
I tried the reg0 method before you suggested it, but it really seemed to return -1 as instance_no all the time. Anyways this works too, so I'll just leave it like this.

Vornne said:
Arch3r said:
I will add the global variable and just delete the arm after it ran the init code when close Edit mode, that should suffice right?
The global variable is supposed to disable spawning the extra props unless you are in the correct mission to play it; just add (assign, "$g_mission_spawn_scene_props", 1), to the ti_before_mission_start trigger of the mission templates used to play the mod, and then edit scenes with another native mission or make a new one. You could delete spawned props, but you and anyone else would have to remember to do it every time a scene is loaded, which would probably get tiresome.
Aye, that's true, thanks.
 
dunde said:
Hatonastick said:
I've been trying to do this:
(mission_tpl_entry_add_override_item, "mt_arena_melee_fight", ":i_ep", "itm_hide_boots"),
And yet I've noticed that boots never seem to be overwritten in either arena or tournament fights.  Is it hard coded (well mission_tpl_entry_add_override_item is hard coded I think) to do this?

Not a big deal, just that I need to know so I can shift it to my "can't be done (without WSE)" list. :smile:
No need WSE for this. All you have to do is change af_override_all to af_override_everything on arena_melee_fight mission template.
Thanks!
 
dunde said:
Did you rename/delete "game_multiplayer_admin_panel" prensentation? Before I knewhow to hide 'start multiplayer game' from main menu, I disabled hosting on my SP mod by deleting the presentation. The effect was just like that, grayed host menu.
I didn't, but Ikaguia had it set up through modmerger and had it completely separate from everything else...maybe I should try to set it back up...but I don't want to trash what he did though
 
Okay, I found another *ahem* small bug... I can go to the admin panel and all that, and I can start the round, but once I get to the "Select Faction" page, I can't continue. I am using the standard 1.143 MS without anything original being changed. I'm just adding scripts....any ideas?
 
I keep getting a Runtime error while trying to run the game with another map. It would be greatly appreciated if you can help me run this on any other mod:

http://forums.taleworlds.com/index.php/topic,119318.0.html (v.2.04)

P.S: That one is for vanilla M&B, but I wanna run it on Warband.
And the rgl_log.txt, if helps.
Starting new log file.
Version:  1.143

-- OS: Microsoft Windows 7  Service Pack 1 (build 7601), 32-bit
-- RAM: Available physical RAM: 1447MB/2048MB
-- CPU: Pentium(R) Dual-Core  CPU      E5500  @ 2.80GHz (GenuineIntel)
- L2 cache size: 2048K
- CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
- Number of CPUs: 2 ( Speed: ~2800MHz / ~2800MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce 210
- Texture Memory: 1746 ( Available Texture Memory: 1634 )


Processing Ini File {
Module_name =  WWII
Num Hints =  14
Setting Map Min X =  -180.000000
Setting Map Max X =  180.000000
Setting Map Min Y =  -145.000000
Setting Map Max Y =  145.000000
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  6.500000
Setting Track Spotting Multiplier =  0.800000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  5
Setting Skill Leadership Bonus =  3
Setting Base Companion Limit =  20
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.000000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  5.000000
Setting damage_interrupt_attack_treshold_mp =  3.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  1.000000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.650000
Setting fall_damage_multiplier =  1.000000
Setting shield_penetration_offset =  30.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Scan Module Textures =  1
Scan Module Sounds =  1
Loading Resource  test
Loading Resource  textures_face_gen
Loading Resource  shaders
Loading Resource  textures
Loading Resource  materials_face_gen
Loading Module Resource  materials_ww2_in_china
Loading Module Resource  warband_native_materials
Loading Module Resource  warband_pictures
Loading Resource  uimeshes
Loading Resource  meshes_face_gen
Loading Resource  helpers
Loading Resource  map_tree_meshes
Loading Resource  map_icon_meshes
Loading Resource  particle_meshes
Loading Resource  skeletons
Loading Resource  tree_meshes
Loading Resource  xtree_meshes
Loading Resource  body_meshes
Loading Resource  object_meshes
Loading Resource  goods_meshes
Loading Resource  item_meshes1
Loading Resource  horse_a
Loading Resource  arabian_horses
Loading Resource  arabian_castle
Loading Resource  food
Loading Resource  beards
Loading Resource  armors_b
Loading Resource  armors_c
Loading Resource  armors_d
Loading Resource  armors_e
Loading Resource  armors_f
Loading Resource  armors_g
Loading Resource  armors_h
Loading Resource  armors_i
Loading Resource  boots_b
Loading Resource  boots_c
Loading Resource  helmets
Loading Resource  helmets_b
Loading Resource  village_houses
Loading Resource  village_houses_a
Loading Resource  village_houses_b
Loading Resource  hair
Loading Resource  deneme
Loading Resource  interiors_a
Loading Resource  interiors_b
Loading Resource  interiors_c
Loading Resource  arena
Loading Resource  map_icons_b
Loading Resource  castle_a
Loading Resource  dungeon
Loading Resource  stone_houses
Loading Resource  snowy_houses
Loading Resource  snowy_castle
Loading Resource  helmets_d
Loading Resource  helmets_e
Loading Resource  helmets_f
Loading Resource  castle_b
Loading Resource  square_keep
Loading Resource  anim_b
Loading Resource  shields
Loading Resource  shields_b
Loading Resource  weapon_meshes_c
Loading Resource  xtree_meshes_b
Loading Resource  map_icons_c
Loading Resource  user_interface_b
Loading Resource  user_interface_c
Loading Resource  scene_encounter_spot
Loading Resource  interior_thirsty_lion
Loading Resource  scene_small_tavern
Loading Resource  weapon_meshes1
Loading Resource  weapon_meshes_b
Loading Resource  houses1
Loading Resource  wall_meshes1
Loading Resource  town_houses
Loading Resource  doors
Loading Resource  churches
Loading Resource  town_houses_b
Loading Resource  castle_c
Loading Resource  castle_d
Loading Resource  castle_e
Loading Resource  castle_f
Loading Resource  castle_g
Loading Resource  castle_h
Loading Resource  castle_i
Loading Resource  gatehouse
Loading Resource  viking_houses
Loading Resource  fake_houses
Loading Resource  town_houses_c
Loading Resource  banners
Loading Resource  map_flags
Loading Resource  map_flags_b
Loading Resource  map_flags_c
Loading Resource  map_flags_d
Loading Resource  particles_2
Loading Resource  prisons
Loading Resource  prisons_b
Loading Resource  interiors_d
Loading Resource  costumes_b
Loading Resource  costumes_c
Loading Resource  arena_costumes
Loading Resource  boots_a
Loading Resource  terrain_borders
Loading Resource  terrain_borders_b
Loading Resource  skyboxes
Loading Resource  object_b
Loading Resource  tree_e_meshes
Loading Resource  destroy
Loading Resource  xtree_meshes_c
Loading Resource  interiors_steppe
Loading Resource  grooming_horse
Loading Resource  town_houses_d
Loading Resource  horses_b
Loading Resource  ani_horse_mounted
Loading Resource  deneme2
Loading Resource  horse_skeleton
Loading Resource  steppe_fake_houses
Loading Resource  weapon_meshes_d
Loading Resource  tableau_shields
Loading Resource  heraldic_armors
Loading Resource  spear
Loading Resource  weapons_e
Loading Resource  weapons_f
Loading Resource  instruments
Loading Resource  sarranid_armors
Loading Resource  custom_banner
Loading Resource  simple_primitives
Loading Resource  ani_man_walk
Loading Resource  ani_twohanded
Loading Resource  ani_onehanded
Loading Resource  ani_death
Loading Resource  ani_stand_guardsman
Loading Resource  ani_human_mounted
Loading Resource  ani_lady_stand
Loading Resource  ani_poses
Loading Resource  ani_stand_shopkeeper
Loading Resource  ani_man_cheer
Loading Resource  ani_stand_onhorse
Loading Resource  ani_throw_stone
Loading Resource  ani_strikes
Loading Resource  ani_equip_arms
Loading Resource  ani_run_p
Loading Resource  ani_run_forward_left_right
Loading Resource  uni_strikes3
Loading Resource  ani_walk_sideways
Loading Resource  ani_run_sideways
Loading Resource  ani_stand
Loading Resource  ani_crouch_down
Loading Resource  ani_low_walk
Loading Resource  ani_turn_man
Loading Resource  ani_attacks_single
Loading Resource  ani_lancer
Loading Resource  ani_attacks
Loading Resource  ani_kicks
Loading Resource  ani_parry_attack
Loading Resource  ani_walk_backward
Loading Resource  ani_run_lookingsides
Loading Resource  ani_defends
Loading Resource  ani_walk_lookingsides
Loading Resource  ani_jump
Loading Resource  ani_wedding
Loading Resource  arabian_props
Loading Resource  uni_jump
Loading Resource  uni_stances
Loading Resource  uni_equip
Loading Resource  uni_strike
Loading Resource  uni_throws
Loading Resource  uni_fistswing
Loading Resource  uni_lord_stand
Loading Resource  uni_defence
Loading Resource  uni_sideways
Loading Resource  dart
Loading Resource  armors_new_a
Loading Resource  armors_new_b
Loading Resource  armors_new_heraldic
Loading Resource  armors_new_arena
Loading Resource  crossbows
Loading Resource  arabian_armors
Loading Resource  rock
Loading Resource  costumes_d
Loading Resource  nordic_helmets
Loading Resource  sarranid_helmets
Loading Resource  sarranid_armor
Loading Resource  raw_materials
Loading Resource  khergit_lady_dress
Loading Resource  vaegir_helmets
Loading Resource  gauntlets_new
Loading Resource  sarranid_lady_dress
Loading Resource  sarranid_boots
Loading Resource  bride_dress
Loading Resource  full_plate_armor
Loading Resource  weapon_meshes_e
Loading Resource  fur_armors_a
Loading Resource  ui_server_filter
Loading Resource  warhorse_new
Loading Resource  ship
Loading Resource  arabian_houses
Loading Resource  object_c
Loading Resource  tree_f
Loading Resource  interiors_arabian
Loading Resource  arabian_village
Loading Resource  valleyProps
Loading Resource  workshops
Loading Resource  barrier_primitives
Loading Resource  town_houses_e
Loading Module Resource  warband_native_object_bodies
Loading Module Resource  na_weapons
Loading Module Resource  jpa_weapons
Loading Module Resource  ca_weapons
Loading Module Resource  na_rusted_weapons
Loading Module Resource  items_ww2_china_battlefield
Loading Module Resource  arena_ww2_china_battlefield
Loading Module Resource  buildings_shanghai
Loading Module Resource  jpa_equipments
Loading Module Resource  ca_equipments
Loading Module Resource  na_equipments
Loading Module Resource  horses_for_ww2
Loading Module Resource  wb_buttons
Loading Module Resource  wb_new_animations
Loading Module Resource  wb_new_particles
Loading Module Resource  airplanes_ww2_china_battlefield
Loading Module Resource  wb_flags
Loading Module Resource  wb_map_flag_icons
Loading Module Resource  wb_broken_structures
Loading Module Resource  wb_street_structures
Loading Module Resource  wb_camp_structures
Loading Module Resource  wb_trench_structures
Loading Module Resource  wb_sandbag_structures
Loading Module Resource  wb_bunker_structures
Loading Module Resource  wb_chinese_village_houses
Loading Module Resource  wb_chinese_town_houses
Loading Module Resource  wb_uniforms_for_warband
Loading Module Resource  wb_military_rank_badges
Loading Module Resource  wb_hat_and_caps
Loading Module Resource  wb_boots_and_puttees
Loading Module Resource  wb_helmets_for_warband
Loading Module Resource  wb_gasmasks_and_gloves
Loading Module Resource  wb_plant_meshes
Loading Module Resource  wb_grass_meshes
Loading Module Resource  wb_grass_meshes_b
Loading Module Resource  wb_new_bridges
Loading Module Resource  wb_chinese_walls
Loading Module Resource  ww2cbf_clan_flags
Loading Module Resource  ww2cbf_boats_and_ships
Loading Module Resource  ww2cbf_clan_items
Unrecognized Module_info directive =  use_explicit_couch_flag . Skipping.

} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_get_party_speed_multiplier
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...
loading time:  37225
Finished All...
Error: Unable to load dadao_jinxingqu.ogg Error: Unable to load dadao_jinxingqu.ogg Error: Unable to load dadao_jinxingqu.ogg Error: Unable to load dadao_jinxingqu.ogg load_map_data complete.
Init_map complete.
init_meta_mission complete.
map mesh built.
get_ideal_sun_color.
get_ideal_fog_color.
 
Hello,,
I created my own faction troops, but I don't know how to change the volunteers in villages to be based on the faction that owns the village.

If anyone can help,, i wanna know the script code that i need to change to do so,, and change it to what :razz:

Thanks ....
 
Okay, another question (I'm full of them lately :lol:)

I set up a sceneprop (gold ore from the FPW Modder's Resource, but with my own code) to drop one small chunk of gold per hit, but for some reason it's spawning the whole item. To more easily describe the problem....here's the code.

Code:
check_gold_ore_spawn = (
    ti_on_init_scene_prop,
    [
	(store_trigger_param_1, ":instance"),
	(this_or_next|multiplayer_is_dedicated_server), 
	(this_or_next|multiplayer_is_server),
	(neg|game_in_multiplayer_mode),
	(scene_prop_set_hit_points, ":instance", 99999),
	])
	
check_gold_ore_hit = (
    ti_on_scene_prop_hit,
	[
      (store_trigger_param_1, ":instance_id"),
	  
		(multiplayer_send_int_to_server,multiplayer_event_sound_made_by_player,"snd_hit_metal_metal"),
        (particle_system_burst, "psys_dummy_smoke", pos1, 3),
        (particle_system_burst, "psys_fire_sparks_1", pos1, 10),  
      (multiplayer_is_server),
      (try_begin),
        (prop_instance_get_position, pos1, ":instance_id"),
        (position_move_z,pos1,-5),
        (set_spawn_position, pos1),
        (spawn_item, "itm_gold_chunk"),
      (try_end),		
	])

Now, it works, but itm_gold_chunk has a max ammo of 24, so when I spawn the item, it spawns one item with 24 gold chunks. How would I make it so that only one spawns, but so that you can pick up as many as 20-30?
 
CTCCoco said:
I'm trying to put to the player inventory (in multiplayer) some items(armour, weapons) that I pass through MYSQL / send_message_to_url.

It return 0, when it will return the correct ID.
Vornne said:
You are most likely setting slots on the server and then expecting to read them on player clients: slots are not transferred that way, so you would need to send network messages to the client with that information.

Thanks for that information, but, you can give me an idea to do that, please? I'm really tyred with this problem, I have trying to make it work literally for hours and hours.

However, I want to tell you what I want to do. I'm getting information of a MYSQL database throught game_receive_url and send_message_url etc, and then setting the information to a player slot.

Well, I just want to show the weapons / armour in the items list using the player slots, but I can't because it seems like the CLIENT information can't be changed during the game (I have tested for hours, without any success), just before.

So, I have done with spawn_item and some changes to give the items with the player slots to the player when they spawn to the game, but I can't put the items to the player item list, so they can't see them.

I hope somebody or you can help me , please.


THANKS for all master.
 
Is there a bug with the whole spawn_scene_prop operation?

I had used this code to set a new prop down that was loaded, but it crashed every time. Then I fixed that crashing bug, and then made it so that once you used the loaded prop, it spawned the unloaded prop (so that I didn't have to use instances, but still make the cannon load, fire, etc). And then that crashed...

Code:
prop_artillery_cannon_destroyed = (
    ti_on_scene_prop_destroy,
	[
		(store_trigger_param_1, ":instance"),
		
		(play_sound, "snd_dummy_destroyed"),
		
		(prop_instance_get_position, pos1, ":instance"),
		
		(particle_system_burst, "psys_dummy_smoke", pos1, 15),
        (particle_system_burst, "psys_dummy_straw", pos1, 25),
		
		(try_begin),
	(this_or_next|multiplayer_is_dedicated_server), 
	(this_or_next|multiplayer_is_server),
	(neg|game_in_multiplayer_mode),
		  (set_spawn_position, pos1),
		  (spawn_scene_prop, "spr_a_cannon_3lb_destroyed"),
		
		  (position_set_z, pos1, -1200),
		  (prop_instance_animate_to_position, ":instance", pos1, 4),
		(try_end),
	])
 
Specialist said:
Code:
	(this_or_next|multiplayer_is_dedicated_server), 
	(this_or_next|multiplayer_is_server),
	(neg|game_in_multiplayer_mode),
	(scene_prop_set_hit_points, ":instance", 99999),
Firstly, using both multiplayer_is_dedicated_server and multiplayer_is_server is pointless: the first one is only a more restricted version of the second, so just use multiplayer_is_server; I wouldn't bother with neg|game_in_multiplayer_mode, as the other triggers probably aren't going to work properly in single player anyway; and in any case you don't want to run this only on the server - the clients need to set the initial hit points to the same value to have the visual bar indicate correctly.
Specialist said:
Code:
		(multiplayer_send_int_to_server,multiplayer_event_sound_made_by_player,"snd_hit_metal_metal"),
I've probably told you before, but this is a bad design, allowing any player to play any sound for all players whenever they a want with a little bit of module system tweaking; in this case all clients will send a message to the server asking it to play a sound at the location of their agent, which is most likely not what you want: get the agent id that hit the prop from pos2 as I showed a few posts back, and then either use agent_play_sound inside a neg|multiplayer_is_server block, or put it inside a multiplayer_is_server one if you want to have a different sound depending on some checks done - sounds are automatically played on clients when the operation is run on the server.
Specialist said:
Code:
        (particle_system_burst, "psys_dummy_smoke", pos1, 3),
        (particle_system_burst, "psys_fire_sparks_1", pos1, 10), 
These should either be only run on the server or only run on the clients, as when run on the server the clients display it automatically - the same as agent_play_sound.
Specialist said:
Code:
        (spawn_item, "itm_gold_chunk"),
As Somebody said, you could set a slot and then set the ammo from it in the pick up trigger, but you need to use a scene prop slot: spawned items have an associated scene prop for that particular instance, but item slots are global for that type. The item scene prop instance id is stored in reg0 after spawn_item, so something like this:
Code:
(spawn_item, "itm_gold_chunk"),
(scene_prop_set_slot, reg0, slot_scene_prop_item_ammo, 1),
Code:
(ti_on_item_picked_up, 0, 0, [],
 [(store_trigger_param_1, ":agent_id"),
  (store_trigger_param_2, ":item_id"),
  (store_trigger_param_3, ":instance_id"),

  (try_begin),
    (eq, ":item_id", "itm_gold_chunk"),
    (scene_prop_get_slot, ":ammo", ":instance_id", slot_scene_prop_item_ammo),
    # loop over equip slots using agent_get_ammo_for_slot counting the ammo of any equipped itm_gold_chunk, as agent_get_ammo is almost totally useless
    # I forget if the picked up item is included at this stage, so you'd have to test to find out, then figure out how to get the correct total ammo value
    (agent_set_ammo, ":agent_id", "itm_gold_chunk", ":total_ammo"),
This method was not possible at all until recent versions - it relies on new operations, triggers, and bug fixes in 1.134 and 1.142, which explains why other mods haven't done it this way; when using ammo and throwing weapons for valuable resources you need to be very careful to test ammo in all circumstances, otherwise various glitches and exploits will be possible.
CTCCoco said:
Thanks for that information, but, you can give me an idea to do that, please? I'm really tyred with this problem, I have trying to make it work literally for hours and hours.

Well, I just want to show the weapons / armour in the items list using the player slots, but I can't because it seems like the CLIENT information can't be changed during the game (I have tested for hours, without any success), just before.
Sorry, if you don't know what "send network messages to the client with that information" (values in the slots) means, designing a mod like that is probably too difficult, requiring me to basically write the code for you, which I don't have time for - I suggest starting with easier things to gain experience. If you really want to try, there are guides explaining how to send network messages in the unnoficial tutorials board; client slots can be changed, but only from scripts running on that client, not the server.
Specialist said:
I had used this code to set a new prop down that was loaded, but it crashed every time. Then I fixed that crashing bug, and then made it so that once you used the loaded prop, it spawned the unloaded prop (so that I didn't have to use instances, but still make the cannon load, fire, etc). And then that crashed...
Can't tell anything from the code you posted...
 
Specialist said:
Is there a bug with the whole spawn_scene_prop operation?

I had used this code to set a new prop down that was loaded, but it crashed every time. Then I fixed that crashing bug, and then made it so that once you used the loaded prop, it spawned the unloaded prop (so that I didn't have to use instances, but still make the cannon load, fire, etc). And then that crashed...

Code:
prop_artillery_cannon_destroyed = (
    ti_on_scene_prop_destroy,
	[
		(store_trigger_param_1, ":instance"),
		
		(play_sound, "snd_dummy_destroyed"),
		
		(prop_instance_get_position, pos1, ":instance"),
		
		(particle_system_burst, "psys_dummy_smoke", pos1, 15),
        (particle_system_burst, "psys_dummy_straw", pos1, 25),
		
		(try_begin),
	(this_or_next|multiplayer_is_dedicated_server), 
	(this_or_next|multiplayer_is_server),
	(neg|game_in_multiplayer_mode),
		  (set_spawn_position, pos1),
		  (spawn_scene_prop, "spr_a_cannon_3lb_destroyed"),
		
		  (position_set_z, pos1, -1200),
		  (prop_instance_animate_to_position, ":instance", pos1, 4),
		(try_end),
	])

Are the mesh references correct? I think I once had a wrong collision mesh reference in module_scene_prop that caused a crash. Not sure though.
 
Hey everyone :smile:

I have what is probably an easy question.

How do I change the name of a proficiency as it shows up throughout the game?

I am wanting to split pistols and muskets into the "Firearms" and "Crossbow" proficiencies, such as on the character creation/skill raising screen. I checked the module_presentation, module_scripts, module_game_menus and module_strings to look for any crossbow or $crossbow sorts of variables or names and just found nothing. Help? :smile:

Thanks, I appreciate it.

CR
 
Status
Not open for further replies.
Back
Top Bottom